Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
  • 112,298 comments
  • 25,056,279 views
324
United Kingdom
United Kingdom
Serious question to all the competent modders out there: Where do people get their engine/power numbers from?

I've been messing around with road cars and their power curves lately and a lot of them are way off, when using the built in power/torque calculator in CM.
I reduced a cars power from 905 bhp to 750 and the torque from 1063 nm to 800, and I still hit a top speed that was 25 km/h higher than the stated vmax (375 km/h instead of 350).
I know my setups might be more optimized (gearing and ridiculously high tyre pressures) and also that the aero/drag of the car might not be a 1:1 conversion, but still, something seems way off on several mods.
Anyone able to educate me on this? Do some people just put in random numbers or am I/CM/AC doing something wrong even though the performances seem closer to reality when I've adjusted?

Thank you in advance
The simple answer is most modders either haven't a clue what they're doing or don't care at all about getting data close to reality. The most common problems I've found (related purely to engines/aero):

  • No transmission loss taken into account
  • Engines just copied from a 'close enough' Kunos car
  • Power/Torque/Weight figures changed in the UI only and not adjusted in data (seriously some people don't realise they're not one and the same)
  • Power and torque figures entered without taking the turbo into account (which then gets added in on top)
  • Aerodynamics that don't have any entries for drag so the top speed is only limited by gearing, this is a very noticeable issue on modern cars which have 7 or 8 gears as these are for economy, not top speed, yet without any drag they allow some cars to reach several hundred mph given enough room.
  • Aerodynamics blindly copied from a random Kunos car (for some reason there's loads that have a ~97% similarity to the Zonda R)
  • Issues with gearing/drivetrain/aero/tyres/suspension/weight that don't allow a car to reach the manufacturer claimed performance stats so get compensated for by adding more power.

For straight line performance I'd recommend this track https://www.racedepartment.com/downloads/test-pad.10703/ with perfect conditions and no wind. Get your basic data as Mike173 mentioned, from https://www.automobile-catalog.com/#gsc.tab=0 but beware that some of the data isn't totally accurate so go to a few different sources to compare if it's a car you really care about. Then for the aero, I start by copying the aero.ini and all the wing_****_CD.lut files from the most similar Kunos car, then adjust the size/positions in the CM showroom (plus add or subtract wings as needed). Test on the test track and open the aero app while you're making your top speed run, then make adjustments to the CD_GAIN and CL_GAIN figures in each wing of the aero.ini until you're happy with the downforce and the drag stops the car at the correct top speed (in cars not limited by gearing).
 
258
Jamaica
Jamaica
boesermensch
Guys thank you all very much for the quick help 👍
I will get in touch with David.
It’s so nice that the late 90s Le Mans grids get more and more fleshed out now!
 
68
Sweden
Sweden
@safi hellie @Stupornaut Thanks guys :) Yes, obviously I had some idea but I still find it strange... Maybe it's just my OCD but for me, close to reality performance is more important than something that "feels good". I like to compare cars actual performance and technically, the real life car might actually feel terrible.


The simple answer is most modders either haven't a clue what they're doing or don't care at all about getting data close to reality. The most common problems I've found (related purely to engines/aero):

  • No transmission loss taken into account
  • Engines just copied from a 'close enough' Kunos car
  • Power/Torque/Weight figures changed in the UI only and not adjusted in data (seriously some people don't realise they're not one and the same)
  • Power and torque figures entered without taking the turbo into account (which then gets added in on top)
  • Aerodynamics that don't have any entries for drag so the top speed is only limited by gearing, this is a very noticeable issue on modern cars which have 7 or 8 gears as these are for economy, not top speed, yet without any drag they allow some cars to reach several hundred mph given enough room.
  • Aerodynamics blindly copied from a random Kunos car (for some reason there's loads that have a ~97% similarity to the Zonda R)
  • Issues with gearing/drivetrain/aero/tyres/suspension/weight that don't allow a car to reach the manufacturer claimed performance stats so get compensated for by adding more power.

For straight line performance I'd recommend this track https://www.racedepartment.com/downloads/test-pad.10703/ with perfect conditions and no wind. Get your basic data as Mike173 mentioned, from https://www.automobile-catalog.com/#gsc.tab=0 but beware that some of the data isn't totally accurate so go to a few different sources to compare if it's a car you really care about. Then for the aero, I start by copying the aero.ini and all the wing_****_CD.lut files from the most similar Kunos car, then adjust the size/positions in the CM showroom (plus add or subtract wings as needed). Test on the test track and open the aero app while you're making your top speed run, then make adjustments to the CD_GAIN and CL_GAIN figures in each wing of the aero.ini until you're happy with the downforce and the drag stops the car at the correct top speed (in cars not limited by gearing).
Thank you so much for the detailed reply! Yeah I usually go to several sources, trying to find as much as I can, but most of the time it's manufacturer/wiki based. Sometimes I've managed to find dyno charts but this will definitely aid me even further. Also, never really checked out aero but always thought it might be worth looking into, thank you for the suggestions on how to tackle it :)

Legends!
 
212
Ukraine
Ukraine
Since we're on this topic, I've been off-and-on fiddling with a Mitsubishi GTO mod I found for a while now.

I've got some good data for the torque curve, but could anybody suggest where I might be able to get more info about the turbo? Right now I just put the Kunos Mk4 Supra's turbo in there cuz... well, firstly it was the easiest thing to do and secondly because the two cars are vaguely the same overall power.

Beyond that, please could you suggest how to make the car a bit more fun to drive? Apart from typical 4WD understeer, it's basically impossible to mess up driving it. You can floor it in first with full steering lock and it won't spin, for instance.
According to this site: zeperfs.com, turbo pressure is 0.68 bar
Edit: to lower understeer effect, increase these two parameters in suspension. ini:
[FRONT]
scroll down to find:
.......
.......
DAMP_REBOUND=
DAMP_FAST_REBOUND=

or decrease them in
[REAR]
 
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114
Barbados
Barbados
Is there a way to change this? I encountered that kind of problem before with some part like cockpit in F1 cars that didn't cover completely the cockpit, thus leaving some part where we can see the chassis except the chassis looked totally transparent when looking from the inside. And it happens again here with the windshield which exist when looking at the front, but completely disappear when you try to look from the back.

I tried many thing without success, does anyone knows why this happen? And a fix for that? Thanks

1670006137066.png
 
267
United States
United States
The simple answer is most modders either haven't a clue what they're doing or don't care at all about getting data close to reality. The most common problems I've found (related purely to engines/aero):

  • No transmission loss taken into account
  • Engines just copied from a 'close enough' Kunos car
  • Power/Torque/Weight figures changed in the UI only and not adjusted in data (seriously some people don't realise they're not one and the same)
  • Power and torque figures entered without taking the turbo into account (which then gets added in on top)
  • Aerodynamics that don't have any entries for drag so the top speed is only limited by gearing, this is a very noticeable issue on modern cars which have 7 or 8 gears as these are for economy, not top speed, yet without any drag they allow some cars to reach several hundred mph given enough room.
  • Aerodynamics blindly copied from a random Kunos car (for some reason there's loads that have a ~97% similarity to the Zonda R)
  • Issues with gearing/drivetrain/aero/tyres/suspension/weight that don't allow a car to reach the manufacturer claimed performance stats so get compensated for by adding more power.

For straight line performance I'd recommend this track https://www.racedepartment.com/downloads/test-pad.10703/ with perfect conditions and no wind. Get your basic data as Mike173 mentioned, from https://www.automobile-catalog.com/#gsc.tab=0 but beware that some of the data isn't totally accurate so go to a few different sources to compare if it's a car you really care about. Then for the aero, I start by copying the aero.ini and all the wing_****_CD.lut files from the most similar Kunos car, then adjust the size/positions in the CM showroom (plus add or subtract wings as needed). Test on the test track and open the aero app while you're making your top speed run, then make adjustments to the CD_GAIN and CL_GAIN figures in each wing of the aero.ini until you're happy with the downforce and the drag stops the car at the correct top speed (in cars not limited by gearing).
For data, I usually like to use instrumented tests, especially those from Motortrend and car and driver.

For lap times for production cars: https://fastestlaps.com/ is my go-to site.
 
79
United States
United States
For data, I usually like to use instrumented tests, especially those from Motortrend and car and driver.

For lap times for production cars: https://fastestlaps.com/ is my go-to site.
Don’t forget too that a lot of people either forget or don’t care that the values in power.lut are actually the torque values in Nm at the wheels. People forget and then put in HP per a dyno sheet and then all of a sudden the car is massively overpowered!

Personally I don’t like benchmarking cars against professional lap times for making a mod. Peugeot905 is an exception but I tend to find most modders that do this make cars that are way too fast, as we all like to think we’re the next Michael Schumacher but we’re definitely not. When I can lap a car with “realistic physics” around Laguna Seca faster than Randy Pobst then we all know something is wrong! 😂
 
61
Spain
Spain
Hello, I´m trying to apply movement to the antennas car through [WOBBLY_BIT_0] command...but it doesn´t works, how I can do it?? Thank you in advance.
 
633
Germany
Germany
Is there a way to change this? I encountered that kind of problem before with some part like cockpit in F1 cars that didn't cover completely the cockpit, thus leaving some part where we can see the chassis except the chassis looked totally transparent when looking from the inside. And it happens again here with the windshield which exist when looking at the front, but completely disappear when you try to look from the back.

I tried many thing without success, does anyone knows why this happen? And a fix for that? Thanks

View attachment 1212570
you need two window meshes:
1) external window with ksPerPixelReflection shader and the normals pointing to the outside
2) internal window with ksWindshield shader and the normals pointing to the inside
 
6
Spain
Spain
Hi everyone, I hope you can help me find a circuit, I can't find it, that is, I don't remember what it's called. I remember that the circuit is inside what seems to be a military base in the desert or something and goes through it even going under a large hangar. It is not an airport and as I said it is inside the base. It's not a very long track but it's a lot of fun with very delicate areas where it's easy to lose control of the car. Anyway, I think that with these few clues you can help me and give me a name or the link of this circuit. Thanks to all this great community for everything.
 
156
Germany
Franconia
Hi everyone, I hope you can help me find a circuit, I can't find it, that is, I don't remember what it's called. I remember that the circuit is inside what seems to be a military base in the desert or something and goes through it even going under a large hangar. It is not an airport and as I said it is inside the base. It's not a very long track but it's a lot of fun with very delicate areas where it's easy to lose control of the car. Anyway, I think that with these few clues you can help me and give me a name or the link of this circuit. Thanks to all this great community for everything.
Devils Backbone (Forza 7) v1.10

 
2
France
France
Hi everyone,

I have an issue with my AC (with CSP / Pure), after I changed my PC for a new setup way more powerful (so it should be fine on the hardware part)
I have some strange horizontal lines that appears on the track only, but I don't know how to fix it. I guess it's a settings in the CSP somewhere...
I think I read something about it on this thread a few months ago, but I can't find it.
Is there a known fix for this ? (I tried to do a printscreen but it's not as visible as in-game)
Thanks for your help .
2022-12-02 (10).png
 
30
Italy
Italy
What can\should I put on this one digital display at Magione or does anyone know what actually should be on all three?

View attachment 1212522
First and second square on the left are for remaining laps (1 digit each) They have The leds are red. The one on the right I never seen displaing something, I suppose it displays the "minute worning" before the race start

1670022103817.png
 
655
United States
United States
First and second square on the left are for remaining laps (1 digit each) They have The leds are red. The one on the right I never seen displaing something, I suppose it displays the "minute worning" before the race start

View attachment 1212648
Thank you. So you're saying if there are 12 laps left, the 1 would be on the left screen and the 2 on right? Not sure how I could pull that off, but i'll try and figure it out. Maybe i'll leave the far right side one turned off for realism sake or just leave the time of day on it so it has something displayed.
 
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324
United Kingdom
United Kingdom
For data, I usually like to use instrumented tests, especially those from Motortrend and car and driver.

For lap times for production cars: https://fastestlaps.com/ is my go-to site.
All data contributes to a good mod but there are certainly issues with taking lap time data into account. Driver skill, weather, vehicle setup, tyres and track condition all play a part (there are some manufacturers that won't release a road car for a track test without a full team of mechanics and a professional test driver). Though it's far more reliable for race cars as there are far more laps completed in similar conditions.
we all like to think we’re the next Michael Schumacher but we’re definitely not. When I can lap a car with “realistic physics” around Laguna Seca faster than Randy Pobst then we all know something is wrong! 😂
This x1000

When people say that a car mod is unrealistic as they can't match the lap time of Senna/Schumacher etc., it's a little bit embarrassing, like saying a set of football boots are rubbish because they don't allow me to be instantly as good as Ronaldo.
 
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1,255
Volkswagen Golf MK1 Club Track v1.4 (full car upload).

v1.4 CSP wipers added by El_Locho; Skin template added by Norms; Refractive front lights & flames & added by Mr Hunt; Flame tweak by rt3c; No55, No72, No111 skins added by Alguecool; Coca-Cola, Eni, Fresh & Clean, GoPro, K&N, Lavazza, Macs, MOMO, Pepsi, Repsol, Rock Oil, & Valvoline skins added by Mascot.

(v1.35 New shifting animation; Gearstick repositioned; Rev limit revised; Steer ratio adjusted; FFB adjusted; Shader revisions; New LODs; Fixed auto-shifting)

My skin pack (included):
(note: These are fictional skins for a fictional car and might not comply with Skin Mafia Rules and Regulations. The template alignment wasn't great, and logos needed adjusting to compensate for general stretching/warping. All errors are mine. All concerns are yours).

View attachment 1210133 View attachment 1210134 View attachment 1210135 View attachment 1210136

Download:
(will be up until WeTransfer remove it, normally after a week or so. Note to drive-by mod harvesters from the future: you snooze, you lose)

Wishlist for the community:
Cockpit AO
Rear refractive lights, blinkers etc

Teamwork makes the dream work.
Would it be possible to offer a new link for this?

My gaming PC had several new updates over the past few weeks, and I had to wait for everything to be complete before downloading any new mods.
 
4,867
Belgium
Belgium
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1,804
Finland
Helsinki
Well, then we have been very quick judging... although if they have deleted it from the RD, it will be for a reason.. In addition, in our defense we can add that whoever posted the mod did not add much information about it.

All very suspicious... 🤨

EDIT: Sorry, I think there has been a misunderstanding... You're talking about the mod of MEDIIZA Designs (all ok) and we're talking about the mod of a certain rocalfa (not ok), which is the one that has been eliminated... isn't?
I dont recal the poster I think it was 'rocalfa'

Sebring 2022-12-01.rar
1670049944924.png
 
116
Canada
Canada
:)

Considering how much data seem to be available on most cars, how do people get it so wrong on a lot of mods? Anyone knows?
I think it's less of not having enough data and more not knowing how to use said data. I think there are only a very few amount of modders who actually understand how to implement irl data into AC. Engines are probably the easiest, less so for suspensions and even less for tyres/aero (also considering how many modders rely on kunos values for tyres which are usually inherently off).
 
15
France
France
shi
GP de Paris v1.0

View attachment 1212465
Fictional street circuit in Paris, France.
Conversion from GTR2.

-CSP required
-32 pit/start
-AI, cam

Credits & Thanks;
Original Track by GLAPA Michel and GLAPA Sylvain
GTR2 Converted by TheSky
-Attempts to contact them have gone unanswered. Thank you for their work.

AC Converted by @shi (shin956)
logo.png and sections.ini by @Fanapryde
cobbles texture by Reboot Team Paris
marshall, some textures by kunos
Test and Feedback by @Breathe , @Masscot , @Fanapryde , @joshcaminskl

Download (mediafire)

Enjoy.
Converted upon request by Patreon member joshcaminskl.

Thanks @shi , it is a dream to go full speed on les Champs Elysées without being caught by the French Police .

If you are short of idea for your next conversions i may suggest this fictional Rfactor/Race07 track , that has a long and very fast layout:



The original modder is known:
 
1,912
Australia
Australia
All data contributes to a good mod but there are certainly issues with taking lap time data into account. Driver skill, weather, vehicle setup, tyres and track condition all play a part (there are some manufacturers that won't release a road car for a track test without a full team of mechanics and a professional test driver). Though it's far more reliable for race cars as there are far more laps completed in similar conditions.

This x1000

When people say that a car mod is unrealistic as they can't match the lap time of Senna/Schumacher etc., it's a little bit embarrassing, like saying a set of football boots are rubbish because they don't allow me to be instantly as good as Ronaldo.
Well I could of responded to a whole heap of stuff but this stuck out.
Ronaldo isn't great because of his boots. But a driver can be great (or look bad) because of their car.
Easy examples are Comparing George Russel's results in a Williams, to Russel's results in the Merc (which wasn't even as good as the Merc that's Lewis won all the WDC in....)

Jimmy Broadbent is a good example of a guy who drove sims and then got a chance to drive a real racing car and is a good driver.
That isn't because of sims, that's because most people given the chance could drive racing cars in varying degrees of achievement's, most racing drivers are rich or have rich Daddies.
It isn't a coincidence that rich people are good drivers, its that they are the only ones who really get that chance.

Many of the worlds greatest footballers come from extreme poverty. The real genius in motorsport is the cars and the engineers. But engineers are dull right.
 

shi

231
Japan
Japan
Thanks @shi , it is a dream to go full speed on les Champs Elysées without being caught by the French Police .

If you are short of idea for your next conversions i may suggest this fictional Rfactor/Race07 track , that has a long and very fast layout:



The original modder is known:

Thanks for enjoying Track.

Requests for Track conversions are currently only accepted from my Patreon members.

I watched the video, the source does not look very good.

BTW, I have posted some wip/update reports on Patreon.
 
125
Spain
Madrid
1999 ALMS Ferrari 333 SP skinpack (this time for RSS mod)

#11 #12 Doyle Risi Racing made by Brandydo

Enjoy, hope you like it.


Hi! (2).jpg

Hi! (3).jpg
 
258
Jamaica
Jamaica
boesermensch
Hi everyone,

I have an issue with my AC (with CSP / Pure), after I changed my PC for a new setup way more powerful (so it should be fine on the hardware part)
I have some strange horizontal lines that appears on the track only, but I don't know how to fix it. I guess it's a settings in the CSP somewhere...
I think I read something about it on this thread a few months ago, but I can't find it.
Is there a known fix for this ? (I tried to do a printscreen but it's not as visible as in-game)
Thanks for your help .
View attachment 1212627
This looks like the heat reflection on tarmac surface feature CSP introduced some time ago (2020 ish).
You can disable it in CSP settings somewhere :-)
This drove me nuts too when racing at Le Mans back then and I remember having gone through endless troubleshooting with GPU drivers as I thought it was a rendering bug of sorts. Because of that trauma I consider it the most annoying amazing feature of CSP to this day.
 
174
Brazil
Brazil
Good evening

Picturesque...but a start...
NFS4 vibes

And keeps going...